Guild of Dungeoneering Tips, Cheats and Strategies

Guild of Dungeoneering is a clever mash-up of roguelike and board games from Gambrinous. It’s all about the gold — but expanding your guild, training new adventurers, and exploring all sorts of dungeons for phat lewt is where the fun’s really at. Gamezebo’s Guild of Dungeoneering tips, cheats, and strategies will help you get your guild (and guildies) in tip-top shape.

Expanding Your Guild

Spend gold between dungeon delves to upgrade your guild with new rooms. Just tap the Expand Guild button at the bottom of the guild screen and check out the tech trees.

Might is used for acquiring adventurers who use physical attacks and abilities. Adding a new room will grant you the ability to use a specific type of adventurer (i.e. the training yard unlocks the Bruiser class), while talismans, idols, and shrines give adventurers special automatic bonuses.

Magic is for less tanky adventurers who use magic. As with Might, different rooms unlock different characters and each one has a corresponding talisman/idol/shrine.

Loot is what you start upgrading when you want to find better gear while in dungeons. Build a blacksmith, woodworker, etc and your adventurers could become nigh unstoppable. In theory, anyway.

Exploring the Loot Caves

Whenever you enter a dungeon, you get to select one adventurer and and one talisman/idol/shrine effect. Choose wisely!

Adventurers don’t keep their equipment between dungeon delves, so don’t expect them to start each quest out as powerful as they left off. However, they do earn “battle scars” (i.e. permanent beneficial/detrimental characteristics) each time they survive, which can help. Or hinder.

Unused dungeon cards aren’t saved between turns. If you see a treasure you want to put down or a path you want to construct, try not to save it for later because it’ll disappear from your hand as soon as you end your turn.

The blue footprints show where the adventurer will head next.

Adventurers will follow the path automatically, but you can use treasure to lure them in specific directions. Otherwise they’ll likely move towards the most recently placed dungeon room.

Keep an eye out for the quest objective in the top-left corner of the screen. Your adventurer won’t be able to leave the dungeon (alive, anyway) until it’s completed.

If an adventurer dies, they’re gone for good. Their position will be refilled automatically if you explore another dungeon (no matter the outcome), but until then that specific class will be unusable.

Fighting and Hopefully Winning

Different types of adventurers have a different set of default cards. Physical fighters tend to favor normal attacks, magic users have a lot of magical defenses, etc.

The equipment you find can change an adventurer’s stats as well as give them new card. Look to the top of the screen while choosing your reward to see what’s being added (or taken away if you’re swapping gear)

Spiky-looking “strike” icons are for attacking, while shield icons are for defending. Card icons indicate either drawing or discarding cards. Yellow lightning icons ensure that a specific attack will land first. Hearts are for gaining or losing health (this stacks with regular damage)

More icons on a card means more actions. If there are two attack symbols, that means the card will hit twice. The same goes for multiple shield symbols.

Red is physical and blue is magical. This means that you can only block a given type of attack with its matching defense (or a two-color hybrid), and you can get around defenses by using the other color (i.e. magic can’t block physical and vice-versa)

Fighting a strong enemy? Tap the Check Traits button between your adventurer and the monster to see if they have any nasty – or maybe exploitable – passive characteristics.

Unlike dungeon cards, unused combat cards stay in your hand until played or discarded by other effects. This means you can plan your strategy a few moves ahead, as well as get stuck with cards you really don’t want.